Because the examples from DF are not cherry picked they blindly stopped the game from time to time and took some footage, it's not like they searched the best examples of RT usage in the game.
I'll take native resolution without RT vs DLSS+RT any time. The game looks good enough without RT, too bad it is a big gameplay mess atm.
You're missing the point. When the scenes look similar, then you don't lose anything in terms of visual quality while using RT, but when you move into places where RT stands out, you gain on top of the simple rasterization process.
In terms of performance is costly, indeed, but that's true with a lot of new tech. Plus, even with rasterization,
on a RTX2080 it cannot hold 60fps locked in 1080p. Rasterization is getting expensive as well.
Using DLSS on Optimal is just fine; like I've said previously, the problem is with using other aggressive settings like ultra performance - which I would probably still us
IF the whole game would have been path traced. DLSS aggressive settings can introduce shimmering in certain scenarios (fences, reflective surfaces like roads when is night and it rains and probably others).
But as observers the large majority of people don't actually know what the accurate and right reflections and light paths are - only some professionals maybe know.
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True and if you don't have a day / night cycle, just a locked time of day, you can bake it in. Plus it also helps that playing for so long in the "fake" environment, we grew accustomed to it. Still, having a proper reflection without artifacts and proper lighting scattering and stuff can improve thing further.
Just the simple stuff of actually having shadows from every light in the scene would be a BIG step forward.